467 lines
17 KiB
Swift
467 lines
17 KiB
Swift
//
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// PortraitView.swift
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// Bunch O' Dice
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//
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// Created by Rory Hinnen on 22/6/18.
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//
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import SwiftUI
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struct MainView: View {
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enum MenuView: Int {
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case history, add, settings
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func icon() -> Image {
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switch self {
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case .history:
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return(Image(systemName: "folder"))
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case .settings:
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return(Image(systemName: "square.and.pencil"))
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case .add:
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return(Image(systemName: "folder.badge.plus"))
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}
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}
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}
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@ViewBuilder private func myCircle() -> some View {
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Circle()
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.fill(Color.gray)
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.blur(radius: 2.0)
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.frame(width: controlSize*2.5, height: controlSize*2.5, alignment: .center)
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}
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@ViewBuilder private func stateView() -> some View {
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switch current.state {
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case .wound:
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woundCalculator(controlSize: controlSize)
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case .armour:
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armourCalculator(controlSize: controlSize)
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default:
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hitCalculator(controlSize: controlSize)
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}
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}
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@ViewBuilder private func sheetContent() -> some View {
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switch sheet.state {
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case .settings:
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SettingsView(isShowing: $sheet.isShowing)
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case .history:
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HistoryView(isShowing: $sheet.isShowing)
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default:
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EmptyView()
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}
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}
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@ViewBuilder private func rerollPicker(mode: Binding<RerollMode>) -> some View {
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let actionBinding = Binding<RerollMode>(
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get: { mode.wrappedValue },
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set: { newValue in
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mode.wrappedValue = newValue
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if newValue != .none {
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current.applyReroll()
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} else {
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current.undoReroll()
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}
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}
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)
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HStack {
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Text("Reroll")
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Picker("", selection: actionBinding) {
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ForEach(RerollMode.allCases, id: \.self) { m in
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Text(m.label).tag(m)
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}
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}
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.pickerStyle(.segmented)
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}
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.padding(.horizontal)
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}
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@ViewBuilder private func statStepper(
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top: String,
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value: String,
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bottom: String,
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increment: @escaping () -> Void,
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decrement: @escaping () -> Void
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) -> some View {
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VStack {
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Text(top)
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Group {
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Text("▲").gesture(TapGesture().onEnded { increment() })
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Text(value)
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Text("▼").gesture(TapGesture().onEnded { decrement() })
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}
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.font(.system(size: controlSize))
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Text(bottom)
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}
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}
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@ViewBuilder func buttons(color: CGColor, label: String, value: Int) -> some View {
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let frameSize = 120.0
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let fontSize = 35.0
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let blurSize = 5.0
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ZStack {
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Circle()
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.fill(Color(color))
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.frame(width: frameSize, height: frameSize)
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.blur(radius: blurSize)
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VStack{
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Text(String(value))
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.fontWeight(.black)
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Text(label)
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.font(.system(size: 20))
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}
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}
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.foregroundColor(.primary)
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.font(.system(size: fontSize))
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}
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//MARK: State Views
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@ViewBuilder func armourCalculator(controlSize: Double) -> some View {
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VStack {
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HStack(alignment: .top) {
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Spacer()
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statStepper(
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top: "Armour",
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value: (current.armourPenetration > 0 ? "+" : "") + String(current.armourPenetration),
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bottom: "Penetration",
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increment: { current.addPenetration() },
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decrement: { current.losePenetration() }
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)
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Spacer()
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VStack {
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Text("Invulnerable")
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Toggle("", isOn: $current.invulnerable).labelsHidden()
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.padding()
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}
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Spacer()
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}
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rerollPicker(mode: $current.saveRerollMode)
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if current.mortalWoundsTotal > 0 {
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HStack {
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Text("Mortal wounds: \(current.mortalWoundsTotal) (bypassed saves)")
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.fontWeight(.semibold)
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.foregroundColor(.orange)
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Spacer()
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}
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.font(.system(size: 18))
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.padding(.horizontal)
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}
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}
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.padding()
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}
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@ViewBuilder func woundCalculator(controlSize: Double) -> some View {
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VStack {
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if current.autoWoundsCarried > 0 {
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HStack {
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Text("Auto-wounds carried: \(current.autoWoundsCarried) (skip wound roll)")
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.fontWeight(.semibold)
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.foregroundColor(.orange)
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Spacer()
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}
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.font(.system(size: 18))
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.padding(.horizontal)
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}
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HStack(alignment: .top) {
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Spacer()
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statStepper(
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top: "Attack",
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value: String(current.strength),
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bottom: "Strength",
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increment: { current.addStrength() },
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decrement: { current.loseStrength() }
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)
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Spacer()
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statStepper(
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top: "Toughness",
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value: String(current.toughness),
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bottom: " ",
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increment: { current.addToughness() },
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decrement: { current.loseToughness() }
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)
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Spacer()
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statStepper(
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top: "Wound",
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value: (current.woundModifier.rawValue > 0 ? "+" : "") + String(current.woundModifier.rawValue),
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bottom: "Modifier",
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increment: { current.woundModifier = current.woundModifier.add() },
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decrement: { current.woundModifier = current.woundModifier.remove() }
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)
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Spacer()
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}
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rerollPicker(mode: $current.woundRerollMode)
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VStack(spacing: 8) {
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HStack {
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Toggle("Devastating Wounds", isOn: $current.devastatingWounds)
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}
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if current.devastatingWounds {
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HStack {
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Text("Mortals (6s): \(current.critWoundCount)")
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.fontWeight(.semibold)
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.foregroundColor(.orange)
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Spacer()
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}
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}
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}
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.font(.system(size: 18))
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.padding(.horizontal)
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}
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.padding()
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}
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@ViewBuilder func hitCalculator(controlSize: Double) -> some View {
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VStack {
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HStack(alignment: .top) {
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Spacer()
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statStepper(
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top: "Hit",
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value: (current.modifier.rawValue > 0 ? "+" : "") + String(current.modifier.rawValue),
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bottom: "Modifier",
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increment: { current.modifier = current.modifier.add() },
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decrement: { current.modifier = current.modifier.remove() }
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)
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.disabledWithOpacity(current.torrent || current.psychic)
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Spacer()
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VStack {
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Text("Blow Up")
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VStack {
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Button(action: { current.applyBlowup(face: .six) }) {
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Image(systemName: "die.face.6")
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.foregroundColor(.primary)
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}
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Button(action: { current.applyBlowup(face: .five) }) {
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Image(systemName: "die.face.5")
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.foregroundColor(.primary)
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}
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}
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.padding()
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.font(.system(size: controlSize))
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}
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.disabledWithOpacity(current.blowupUsed || current.torrent)
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Spacer()
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}
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rerollPicker(mode: $current.hitRerollMode)
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.disabledWithOpacity(current.torrent)
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HStack {
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Spacer()
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VStack {
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Text("Torrent")
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Toggle("", isOn: $current.torrent).labelsHidden()
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}
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Spacer()
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VStack {
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Text("Psychic")
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Toggle("", isOn: $current.psychic).labelsHidden()
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.disabledWithOpacity(current.torrent)
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}
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Spacer()
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VStack {
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Text("Lethal Hits")
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Toggle("", isOn: $current.lethalHits).labelsHidden()
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}
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Spacer()
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}
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.padding(.horizontal)
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VStack(spacing: 8) {
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HStack {
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Toggle("Sust. Hits", isOn: $current.sustainedHits)
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.fixedSize()
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Spacer()
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if current.sustainedHits {
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Text("X:")
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Text("▲")
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.gesture(TapGesture().onEnded {
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if current.sustainedHitsX < 6 { current.sustainedHitsX += 1 }
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})
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Text(String(current.sustainedHitsX))
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.frame(minWidth: 30, alignment: .center)
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Text("▼")
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.gesture(TapGesture().onEnded {
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if current.sustainedHitsX > 1 { current.sustainedHitsX -= 1 }
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})
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}
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}
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HStack {
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Toggle("Anti-X", isOn: $current.antiX)
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.fixedSize()
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Spacer()
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if current.antiX {
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Text("▲")
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.gesture(TapGesture().onEnded {
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if current.antiXThreshold < 6 { current.antiXThreshold += 1 }
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})
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Text("\(current.antiXThreshold)+")
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.frame(minWidth: 34, alignment: .center)
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Text("▼")
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.gesture(TapGesture().onEnded {
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if current.antiXThreshold > 2 { current.antiXThreshold -= 1 }
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})
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}
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}
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if current.lethalHits || current.sustainedHits || current.antiX {
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HStack {
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if current.lethalHits || current.sustainedHits {
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Text("Crits (6s): \(current.critHitCount)")
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.fontWeight(.semibold)
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}
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Spacer()
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if current.antiX {
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Text("Anti-X (\(current.antiXThreshold)+): \(current.antiXCount)")
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.fontWeight(.semibold)
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}
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}
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.foregroundColor(.orange)
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}
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}
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.font(.system(size: 18))
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.padding(.horizontal)
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}
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.padding()
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}
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//MARK: die views
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@ViewBuilder func die(whichDie: Dice.DiceType) -> some View {
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let size = 22.0
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let displayColorHit = (whichDie.rawValue >= current.cutoff.rawValue) ? Color.red : Color.primary
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let displayColorArmor = (whichDie.rawValue <= current.cutoff.rawValue) ? Color.red : Color.primary
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let displayColorArmorText = (whichDie.rawValue < current.cutoff.rawValue) ? Color.red : Color.primary
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VStack(spacing: 2) {
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Text(String(current.dice.value(which: whichDie)))
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.foregroundColor(current.state == .armour ?
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displayColorArmorText : displayColorHit)
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.frame(minWidth: 30, alignment: .center)
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Image(systemName: "die.face." + String(whichDie.rawValue) + ".fill")
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.foregroundColor(current.state == .armour ?
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displayColorArmor : displayColorHit)
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}
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.font(.system(size: size))
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.padding(4)
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.frame(maxWidth: .infinity)
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.gesture(TapGesture().onEnded {
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if current.state == .hit {
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if whichDie.rawValue != 1 {
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current.hitCutoff = whichDie }
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} else if current.state == .armour {
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current.armourSave = Int(whichDie.rawValue)
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}
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})
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}
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@ViewBuilder func diePool() -> some View {
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HStack(spacing: 0) {
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ForEach(Dice.DiceType.allCases, id: \.rawValue) { i in
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die(whichDie: i)
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}
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}
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}
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//MARK: Var declarations
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@EnvironmentObject var current: Roll
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@ObservedObject var sheet = SettingsSheet()
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@State var showFillView = false
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let padSize = 60.0
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let controlSize = 30.0
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let red = CGColor(red: 1.0, green: 0.3, blue: 0.3, alpha: 1.0)
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let blue = CGColor(red: 0.3, green: 0.3, blue: 1.0, alpha: 1.0)
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var body: some View {
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VStack{
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HStack{
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Button(action: {current.state = .hit}) {
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ZStack{
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if current.state == .hit {myCircle()}
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Text(RollState.hit.print())}}
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Button(action: {current.state = .wound}) {
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ZStack{
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if current.state == .wound {myCircle()}
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Text(RollState.wound.print())}}
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Button(action: {current.state = .armour}) {
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ZStack{
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if current.state == .armour {myCircle()}
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Text(RollState.armour.print())}}
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}.font(.system(size: 60))
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VStack(spacing: 12) {
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HStack(spacing: 12) {
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Button(action: { showFillView.toggle() }) {
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VStack(spacing: 4) {
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Text("Dice Pool")
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.font(.caption)
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Text(String(current.total))
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.font(.system(size: 28, weight: .black))
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}
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.frame(maxWidth: .infinity)
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.padding(.vertical, 12)
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.background(Color.white)
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.clipShape(RoundedRectangle(cornerRadius: 10))
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.foregroundColor(.black)
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}
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.sheet(isPresented: $showFillView,
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onDismiss: { current.resetPool() }) {
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VStack {
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AddToPool()
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Button("Accept", action: {showFillView.toggle()})
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.padding(20)
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}
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}
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Button(action: current.incrementState) {
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VStack(spacing: 4) {
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Text(current.state.text())
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.font(.caption)
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Text(String(current.result))
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.font(.system(size: 28, weight: .black))
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}
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.frame(maxWidth: .infinity)
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.padding(.vertical, 12)
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.background(Color.white)
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.clipShape(RoundedRectangle(cornerRadius: 10))
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.foregroundColor(.black)
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}
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}
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.padding()
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.background(Color.black)
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.clipShape(RoundedRectangle(cornerRadius: 14))
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diePool()
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stateView()
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}.padding()
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}
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.toolbar {
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ToolbarItemGroup(placement: .bottomBar) {
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HStack {
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Button(action: {self.sheet.state = .history}) {
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MenuView.history.icon()}
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Button(action: {current.history.insert(Event(total: current.result, pool: current.dice, state: current.state), at: 0)}) {
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MenuView.add.icon()}
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Button(action: {self.sheet.state = .settings}) {
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MenuView.settings.icon()}
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}
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.font(.system(size: controlSize))
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.foregroundColor(.primary)
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}
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}
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.sheet(isPresented: $sheet.isShowing, content: sheetContent)}
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}
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#Preview("Hit") {
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MainView().environmentObject(Roll())
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}
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#Preview("Wound") {
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MainView().environmentObject({
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let r = Roll()
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r.state = .wound
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return r
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}())
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}
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#Preview("Armour") {
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MainView().environmentObject({
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let r = Roll()
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r.state = .armour
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return r
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}())
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}
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